Ice Walk. The chromatic abomination can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement.
Legendary Resistance (3/Day). If the chromatic abomination fails a saving throw, it can choose to succeed instead.
Multiple Heads. The chromatic abomination has two heads. While it has more than one head, it has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked prone.
Reactive Heads. For each head the chromatic abomination has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the chromatic abomination sleeps, the other head is awake.
Multiattack. The chromatic abomination can use its Frightful Presence. It then makes four attacks: two with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 8) piercing damage plus 6 (2d6) cold or fire damage (its choice).
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the chromatic abomination's choice that is within 120 feet of the chromatic abomination and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the chromatic abomination's Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5-6). The chromatic abomination exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 48 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Fire Breath (Recharge 5-6). The chromatic abomination exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 54 (18d6) fire damage on a failed save, or half as much damage on a successful one.
The chromatic abomination can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The chromatic abomination regains spent legendary actions at the start of its turn.
Tail Attack. The chromatic abomination makes a tail attack.
Wing Attack (Costs 2 Actions). The chromatic abomination beats its wings. Each creature within 10 feet of the chromatic abomination must make a DC 22 Dexterity saving throw or take 14 (2d6 + 8) bludgeoning damage and be knocked prone. The chromatic abomination can then fly up to half its flying speed.
Steam Breath (Costs 3 Actions). The chromatic abomination recharges both its breath weapons and uses them to strike a 60-foot cone with a boiling steam breath. Each creature must make a DC 21 Constitution saving throw. On a failed save the creature takes 45 (15d6) fire damage and takes 1 level of exhaustion. On a successful save the creature takes half as much damage. The area then becomes lightly obscured within 30 feet of the chromatic abomination.
Description
Either as an act to gain more power or out of a desperate need to have an heir, these beings are brought into the world by an unnatural union between different breeds of chromatic dragons. These abominations take the best and worst traits of both parents and use it to their advantage, making these creatures more dangerous than most dragons. These creatures are often twin-headed with one head matching the father and the other matching the mother.
Previous Versions
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